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* TragicVillain: One does not choose to become a marauder, nor are all people who join their ranks evil individuals themselves. It can happen to anybody almost immidiately when they awaken, and worst of all, it is completely irreversible.
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* MenInBlack: The basic grunts, the ones that run the convention are the Men in White

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* MenInBlack: TheMenInBlack: The basic grunts, the ones that run the convention are the Men in White
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a craft of mages hailing from the Middle East, uses the ancient Arabian legends of genies, magic carpets, magic lamps and myriad other fantastic things pulled straight out of the Arabian Nights as the basis for their magic. They see Paradox as a badge of honor for imposing their will on the universe and practice magic as blatantly as possible to change the Consensus. And they live lives of opulence and luxury, lavishing feasts and gifts on honored guests while regaling them with tales of bottling djinn or retrieving their assorted Wonders. At least until Paradox blows them up.

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a A craft of mages hailing from the Middle East, uses the ancient Arabian legends of genies, magic carpets, magic lamps and myriad other fantastic things pulled straight out of the Arabian Nights as the basis for their magic. They see Paradox as a badge of honor for imposing their will on the universe and practice magic as blatantly as possible to change the Consensus. And they live lives of opulence and luxury, lavishing feasts and gifts on honored guests while regaling them with tales of bottling djinn or retrieving their assorted Wonders. At least until Paradox blows them up.

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* InsaneEqualsViolent: The Marauders' existence itself is violence upon reality.

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* InsaneEqualsViolent: The Marauders' A marauder's mere existence itself is violence upon reality. reality.



* DeaderThanDead: The recommended way to deal with them.

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* CardCarryingVillain: Nephandi are not misguided, uninformed, or misunderstood. Becoming a nephandus requires a deliberate choice to invert one's Avatar and serve their monstrous overlords by causing death and destruction.
* DeaderThanDead: The recommended way to deal with them.them because inverted Avatars reincarnate just like regular ones.



* EnemyMine: If a nephandus is in the area, Tradition and Technocratic operatives will put aside their conflicts to kill it.



* Alchemy: The Major pratictioners
* TheMissingFaction: They used to have the seat of Matter of the Council, before they were replaced by the Sons of the Ether.

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* Alchemy: The Major pratictioners
major practitioners.
* TheMissingFaction: They used to have the seat of Matter of on the Council, Council before they were replaced by the Sons of the Ether.



* ArabianNights: the big inspiration
* ArabianNightsDays: where they live

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* ArabianNights: the big inspiration
inspiration.
* ArabianNightsDays: where they livelive.



* Crazy Awesome

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* Crazy AwesomeCrazyAwesome



* IKnowYourTrueName: How they control the Djinn
* Masquerade: the Taftani believe the Masquerade to be a lie and therefore immoral. They are not immune to Paradox that punish mages for breaking the Masquerade, but they shun 'coincidental magic' as cowardice, and practice magic that is both spectacular and aggressive (and often suicidal), hopefully with as many witnesses as possible.

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* IKnowYourTrueName: How they control the Djinn
djinn.
* Masquerade: the Taftani believe the Masquerade to be a lie and therefore immoral. They are not immune to Paradox that punish mages for breaking the Masquerade, but they shun 'coincidental magic' coincidental magic as cowardice, and practice magic that is both spectacular and aggressive (and often suicidal), hopefully with as many witnesses as possible.
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* KiAttacks
* MagicKnight


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* DeusSexMachina


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* Cyberspace: The Digital Web
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* GeniusBruiser: To counter the effect their assassin training has on their psyche, many of them dedicate what's left of their "normal" life to various forms of science and academics - from medicine, to philosophy, to computer science.
* HeWhoFightsMonsters: The Euthanatos Tradition spends much of its time trying to clean the world of evil people that no longer serve their purpose in The Wheel, but in doing so expose themselves to a corruption known as Jhor. Jhor is gained by using magic to kill, killing unnecessarily, not maintaining a mundane identity with a job and friends so as to remain grounded, and so forth. People who succumb to Jhor become pale and sallow, like they are ill and far more extreme in measures, methods, and goals. They often hold on to their original ideals and goals even as they continue to rationalize more drastic measures.


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* MercyKill
* SerialKillerKiller
* TrainingFromHell:the Golden Chalice, a sub-faction of the Euthanatos that is effectively a fate-bending special operations group. Their training is said to be 24 hours a day for two weeks straight, with only the bare essentials of magic to keep contenders from dying.
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* DyingMomentOfAwesome: the entire Order of Hermes go out in a massive magical battle against the forces of evil. The Order is wiped out and Earth is literally engulfed by Hell, but if the PCs did it right, the Order's sacrifice leads to a glimmer of hope.


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* KillItWithFire: this trope sums up House Flambeau's magical philosophy


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* LanguageOfMagic
* RewritingReality


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* RewritingReality


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* StuffBlowingUp: the standard method for dealing with what annoys them.
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* RealityWarpingIsNotAToy
* InsaneEqualsViolent: The Marauders' existence itself is violence upon reality.

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* TheMissingFaction: They used to have the seat of Matter of the Council, before they were replaced by the Sons of the Ether.



*
*

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*
* WordsCanBreakMyBones: A common foci is poetry.
* IKnowYourTrueName: How they control the Djinn
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* UnEqualRites


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*
*
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a craft of mages hailing from the Middle East, uses the ancient Arabian legends of genies, magic carpets, magic lamps and myriad other fantastic things pulled straight out of the Arabian Nights as the basis for their magic. They see Paradox as a badge of honor for imposing their will on the universe and practice magic as blatantly as possible to change the Consensus. And they live lives of opulence and luxury, lavishing feasts and gifts on honored guests while regaling them with tales of bottling djinn or retrieving their assorted Wonders. At least until Paradox blows them up.

* ArabianNights: the big inspiration
* ArabianNightsDays: where they live


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* FlyingCarpet: They're famous for weaving these.

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Taftani

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Taftani[[folder:Taftani]]



* Masquerade: the Taftani believe the Masquerade to be a lie and therefore immoral. They are not immune to Paradox that punish mages for breaking the Masquerade, but they shun 'coincidental magic' as cowardice, and practice magic that is both spectacular and aggressive (and often suicidal), hopefully with as many witnesses as possible.

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* Masquerade: the Taftani believe the Masquerade to be a lie and therefore immoral. They are not immune to Paradox that punish mages for breaking the Masquerade, but they shun 'coincidental magic' as cowardice, and practice magic that is both spectacular and aggressive (and often suicidal), hopefully with as many witnesses as possible.possible.
[[/folder]]
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* AncientConspiracy



* CyberneticsEatYourSoul



* GeneticEngineeringIsTheNewNuke



* DysonSphere



* TheNondescript



[[/folder]]

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[[/folder]][[/folder]]

Taftani
* GenieInABottle
* Crazy Awesome
* Masquerade: the Taftani believe the Masquerade to be a lie and therefore immoral. They are not immune to Paradox that punish mages for breaking the Masquerade, but they shun 'coincidental magic' as cowardice, and practice magic that is both spectacular and aggressive (and often suicidal), hopefully with as many witnesses as possible.
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* TheMadHatter: the saner ones.

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Necromancers and fate-changers devoted to guiding the great wheel of death and rebirth. Their beliefs rose out of Indian beliefs in the cycle of karma and reincarnation, and also include Greek and Celtic death-cults. To the Euthanatos, death is merely a part of life, a part which is [[IDidWhatIHadToDo sometimes necessary for the greater good]].

--> Specialty Sphere: Entropy










Mad scientists who embrace the [[WeirdScience weirder and more fantastic]] side of Science. The original Etherites were members of the Technocracy who defected to the Traditions, feeling constrained by the limits of the Technocracy's regimented form of science. To an Etherite, discovery and imagination are the main scientific goals, and anything is possible.

--> Specialty Sphere: Matter







Pagan and druidic-inspired witches who use healing and transformation powers.

--> Specialty Sphere: Life






A relatively young tradition, the Virtual Adepts are the newest addition to the council, and therefore the least trusted one. Originally one of the conventions of the Technocracy, the Virtual Adepts were initially known as the Difference Engineers, but as the years went by they became increasingly more discontent with the Technocracy's actions, and eventually defected to the traditions after the death of reknowned adept [[BeethovenWasAnAlienSpy Alan Turing]] by the hands of Technocracy agents. Now a tradition, the Virtual Adepts took the seat of correspondence, and they are masters of information, the digital web and basically everything computer-related.

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A relatively young tradition, the Virtual Adepts are the newest addition to the council, and therefore the least trusted one. Originally one of the conventions of the Technocracy, the Virtual Adepts were initially known as the Difference Engineers, but as the years went by they became increasingly more discontent with the Technocracy's actions, and eventually defected to the traditions after the death of reknowned adept [[BeethovenWasAnAlienSpy Alan Turing]] by the hands of Technocracy agents. Now a tradition, the Virtual Adepts took the seat of correspondence, and they are masters of information, the digital web and basically everything computer-related.computer wizardry.

--> Specialty Sphere: Correspondence


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Orphans are a catch-all term for an independent mage who does not follow a formal Tradition, and has instead created his own unique paradigm. They have no particular strengths in any sphere of magick, but make up for it in flexibility. Many of them tend to be a nihilistic lot and are dubbed "Hollow Ones". Efforts to unify them as a single group are repeated but short-lived.

--> Specialty Sphere: None


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Enlightened monks from the Far East, who believe in training the body to serve as a better vessel for the mind and spirit. They are masters of SupernaturalMartialArts, particularly their special technique of Do.

--> Specialty Sphere: Mind



* FantasticFightingStyle: Do "The Way" the first martial art

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* FantasticFightingStyle: Do Do, "The Way" Way", the first martial artart.







Miracle workers and priests who transcend any single religious faith. They believe that all faiths are merely fragments of "The One", and that all humans can achieve transcendence through prayer and faith.

--> Specialty Sphere: Prime







Seers who seek to alter their perceptions and see beyond the limitations of their mundane experiences, usually through the use of sex, drugs, and rock and roll.

--> Specialty Sphere: Time







Tribal shamans who walk the boundaries between dream and reality, and commune with the world of the spirits. They are a collection of eclectic animist traditions, from Native American to African, lumped together upon the formation of the Traditions.

--> Specialty Sphere: Spirit(of course)






Perhaps the oldest tradition of them all, or at least the first one to properly define themselves as such, the Order of Hermes specializes in the sphere of Forces and were one of the most vital forces behind the creation of the Council in the past. Amongst the traditions they stand out for having the most organized structure of all of them, and their membership is grouped across several houses, each pracicing a different type of magic that falls within the paradigm of the tradition as a whole.
* ElementalPowers: As masters of the Sphere of Forces this comes naturally

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Perhaps the oldest tradition of them all, or at least the first one to properly define themselves as such, the Order of Hermes specializes in the sphere of Forces and were was one of the most vital forces behind the creation of the Council in the past. Of the Traditions, they are the closest to the classic fantasy "wizard", their style being based on the practice of HermeticMagic. Amongst the traditions they stand out for having the most organized structure of all of them, and their membership is grouped across several houses, each pracicing practicing a different type of magic that falls within the paradigm of the tradition as a whole.
whole.

--> Specialty Sphere: Forces

* ElementalPowers: As masters of the Sphere of Forces this comes naturallynaturally.

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* FunctionalMagic: Each tradition haa their own different views on magic and trademark styles associated with them.

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* FunctionalMagic: Each tradition haa has their own different views on magic and trademark styles associated with them.



* BerserkButton: Why they are the most gung-ho about wiping out the Traditions: Homeopathy and other pseudomedicine ''really'' cheeses them off.


















* AsLongAsThereIsEvil: Sure, you can destroy their members in the thousands, but their next incarnations will always feel the pull to join the ranks once again once they awaken, ensuring that they will never completely dissapear.

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* AsLongAsThereIsEvil: Sure, you can destroy their members in the thousands, but their next incarnations will always feel the pull to join the ranks once again once they awaken, ensuring that they will never completely dissapear.disappear.


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* DeaderThanDead: The recommended way to deal with them.


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* EvilutionaryBiologist: quite a few have... fun with their research
* ArtisticLicenseMedicine: what their procedures lets them do
* TheMedic: They are the doctors of the technocracy after all

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* DeadlyDoctor: Most of them honestly want to help you stay healthy, and just as many know exactly where the pain centers are.
* EvilutionaryBiologist: quite Quite a few have... fun with their research
research.
* ArtisticLicenseMedicine: what What their procedures lets Procedures let them do
do, though they think it's just hyper-advanced medicine.
* TheMedic: They are the doctors of the technocracy after allall.


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* ForScience: Since they hold that science should be about discovery and wonder, not formalized rules, this crops up a lot.

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* ForScience: ForScience: Since they hold that science should be about discovery and wonder, not formalized rules, this crops up a lot.
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* ForScience: Since they hold that science should be about discovery and wonder, not formalized rules, this crops up a lot.

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* ForScience: ForScience: Since they hold that science should be about discovery and wonder, not formalized rules, this crops up a lot.

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* CloserToEarth
* MagicalNativeAmerican

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* CloserToEarth
CloserToEarth: usually
* MagicalNativeAmericanMagicalNativeAmerican: Not just native Americans, but also native Africans, Australian Aborigines, and Pacific Islanders. The other mages lumped them all together due to their common usage of spirits and shamanistic techniques
* SoulPower: Masters of the Spirit Sphere



* ForScience: Since they hold that science should be about discovery and wonder, not formalized rules, this crops up a lot.



* CloserToEarth: very common personality

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* CloserToEarth: very common personalitypersonality type.



* InHarmonyWithNature: They advocate that humanity needs to reconnect to the natural cycles of the world.
* TheMedic: They wield the Sphere of Life, which means that they have the easiest access to healing magic
** CombatMedic: but never forget that they can do the reverse just as easily.



* LeetLingo: used very often in the sourcebooks, actual characters can drop it.



* TheWebAlwaysExisted: The internet has not made but discovered. [[spoiler: it was once the Web of Faith]]

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* TheWebAlwaysExisted: The internet has was not made but discovered.discovered by mages. [[spoiler: it was once the Web of Faith]]



* Goth: the sourcebooks tend to paint a large number of Orphans and particularly the Hollow Ones as a member of this subculture, which unfortunately has dated them.
* StrawNihilist: The Hollow Ones, the largest of the Orphan crafts sees the world as virtually doomed.
* UrbanFantasy: the best representation of classical urban mages.



* {{Cyborg}}

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* {{Cyborg}}CounterEarth: The former headquarters of their MasterComputer
* {{Cyborg}}: A large number of their Agents are cybernetically enhanced.
* TheEngineer:
* GadgeteerGenius: for the Technocracy



* GovernmentConspiracy
* MenInBlack

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* GovernmentConspiracy
GovernmentConspiracy: They run governments
* MenInBlackMenInBlack: The basic grunts, the ones that run the convention are the Men in White
* ManipulativeBastard: Psychology and social combat is their specialization, and they are very good at finding your weak points
* TheSocialExpert: Their field of expertise
* SmugSnake: more than a few.
* VisionaryVillain: They are the architects of most of the largest and greatest of technocratic programs, and have plans to establish world peace.



* EvilutionaryBiologist
* ArtisticLicenseMedicine
* TheMedic

to:

* EvilutionaryBiologist
EvilutionaryBiologist: quite a few have... fun with their research
* ArtisticLicenseMedicine
ArtisticLicenseMedicine: what their procedures lets them do
* TheMedicTheMedic: They are the doctors of the technocracy after all



* CorruptCorporateExecutive
* ScrewtheRulesIHaveMoney

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* CorruptCorporateExecutive
CorruptCorporateExecutive: as the most immoral of the conventions and the businessmen, what did you expect?
* ScrewtheRulesIHaveMoneyScrewtheRulesIHaveMoney: How they use their magic.



* SpaceMarine
* TokenGoodTeammate

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* SpaceMarine
SpaceMarine: Their role in the technocratic hierarchy.
* TokenGoodTeammateTokenGoodTeammate: they retain most of their curiosity and are much more respectful of their counterparts in the traditions.


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* TheMissingFaction: Used to be in the Traditions but quit in protest.

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A little more, I\'ll try to get to the descriptions tomorrow


* EntropyAndChaosMagic
* WindsOfDestinyChange

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* EntropyAndChaosMagic
BlueandOrangeMorality: Their devotion to the Wheel of Ages can be this.
* WindsOfDestinyChangeDarkIsNotEvil: despite their tendency towards killing and use of necromanic energies they are still fighting to help the sleepers.
* EntropyAndChaosMagic: As master of the Entropy sphere, naturally
* Necromancer: They tend to be associated with the underworld
* TokenEvilTeammate: They are the most willing of the traditions to engage in murder and accepting of harm, but it isn't universal
* WindsOfDestinyChange: Entropy magic allows for control over fate and chance, and they also tend to see themselves as agents of the Wheel of Ages.



* ElementalPowers: As masters of the Sphere of Forces this comes naturally



* RobeAndWizardHat: a common stereotype, was much more true back in the mythic age.



* DefectorFromDecadence

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* DefectorFromDecadenceDefectorFromDecadence: left the technocracy due to their refusal to compromise on their goal of personal science



* MadScientist

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* MadScientistMadScientist: Almost to a member



* BloodMagic
* CloserToEarth
* GreenThumb

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* BloodMagic
BloodMagic: they tend to use primal sources of life and sacrifice, thus blood is a common source
* CloserToEarth
CloserToEarth: very common personality
* GreenThumbGreenThumb: They are the nature mages, also the name of a merit of theirs
* ReligionIsMagic: Highly associated with Pagan traditions, particularly european ones.



* DefectorFromDecadence
* EverythingIsOnline
* HollywoodHacking

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* DefectorFromDecadence
DefectorFromDecadence: Left the technocracy in protest of their excessive control.
* EverythingIsOnline
EverythingIsOnline: literally, they can hack your room's wallpaper given time.
* HollywoodHackingHollywoodHacking: They can pull everything on that page off.



* PlayfulHacker

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* PlayfulHackerPlayfulHacker: They tend to be.
* TheWebAlwaysExisted: The internet has not made but discovered. [[spoiler: it was once the Web of Faith]]
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* EldtritchAbomination: Just one of the potential flavors of masters they serve.

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* EldtritchAbomination: EldritchAbomination: Just one of the potential flavors of masters they serve.
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* DefectorFromDecadence
* FriendlyEnemy: To the Void Engineers of the Technocracy


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* DefectorFromDecadence


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* EvilutionaryBiologist


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* FriendlyEnemy: To the Sons of Ether of the Traditions.


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* EldtritchAbomination: Just one of the potential flavors of masters they serve.
* HellSeeker


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* ZeroPercentApprovalRating: Literally the most evil and heartless faction in the entire OldWorldOfDarkness, even defined as such in the sourcebooks. In a world as crapsack as this, that really says something about how repulsive these guys are.

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* PiecesofGod: Their theory on Avatars

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* PiecesofGod: PiecesOfGod: Their theory on Avatars



* SexDrugsandRockandRoll: both the stereotype, and a list of potential foci.

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* SexDrugsandRockandRoll: SexDrugsAndRockAndRoll: both the stereotype, and a list of potential foci.



* WindsOfDestinyChange



* {{Zeerust}}: Another common theme for them to use.



* RealityWarper: Even more so than most normal mages, considering their near-immunity to paradox.



* BlackMagic All their magic is dangerous to reality

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* BlackMagic AsLongAsThereIsEvil: Sure, you can destroy their members in the thousands, but their next incarnations will always feel the pull to join the ranks once again once they awaken, ensuring that they will never completely dissapear.
* BlackMagic:
All their magic is dangerous to realityreality.
* OmnicidalManiac

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A round of expansion for tropes


* EnlightenmentSuperpowers

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* EnlightenmentSuperpowersEnlightenmentSuperpowers: How they view their powers
* FantasticFightingStyle: Do "The Way" the first martial art
* FarEast: Official works tend to link them to all of the historical East Asian mystical traditions
* FullContactMagic: They can cast spells through martial arts
* MeditationPowerup: The other common way to cast
* SupernaturalMartialArts: Their Martial Arts and Katas are capable of impressive magical powers



* ReligionIsMagic

to:

* ReligionIsMagicArtisticLicenseReligion: Not exactly a good representation of any faith, particularly in how they work off the claim that all faiths are effectively the same.
* ChurchMilitant: The more combat ready groups tend to resemble this
* InterfaithSmoothie: As Omnitheists, they blend all religions together
* ReligionIsMagic: the Chorus casts using prayer and holy symbols to create miracles.
* ReligionisRight: From their perspective it certainly is.
* SoulsavingCrusader: At their worst
* PiecesofGod: Their theory on Avatars



* HigherUnderstandingThroughDrugs
* TimeMaster

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* HigherUnderstandingThroughDrugs
JunkieProphet: A natural character type
* TimeMasterHigherUnderstandingThroughDrugs: The theme in a nutshell, but its really more about means to create an altered consciousness.
* SexDrugsandRockandRoll: both the stereotype, and a list of potential foci.
* TimeMaster: Master of the Sphere of Time
* UnsuspectinglySoused: A topic that is brought up as a debate inside the tradition, as it both can help awaken the sleeper, but at the same time places them in an obviously risky position.



* CloserToEarth



* SteamPunk: A very common theme for them since they split off from the Technocracy in Victorian Times.



* CloserToEarth



* ScrewtheRulesIhaveMoney

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* ScrewtheRulesIhaveMoneyScrewtheRulesIHaveMoney



* PowerbornOfMadness

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* PowerbornOfMadnessPowerBornOfMadness



* BlackMagic

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* BlackMagicBlackMagic All their magic is dangerous to reality


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* Alchemy: The Major pratictioners

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Adding some info about Order of Hermes and Virtual Adepts, fixing some of the already existing trope names listed.


* ReligionisMagic

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* ReligionisMagicReligionIsMagic



* Timemaster

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* TimemasterTimeMaster



* MagicNativeAmerican

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* MagicNativeAmericanMagicalNativeAmerican



* EntropyAndChaosMagic



Perhaps the oldest tradition of them all, or at least the first one to properly define themselves as such, the Order of Hermes specializes in the sphere of Forces and were one of the most vital forces behind the creation of the Council in the past. Amongst the traditions they stand out for having the most organized structure of all of them, and their membership is grouped across several houses, each pracicing a different type of magic that falls within the paradigm of the tradition as a whole.



* {{Pride}}: This, along with the defection of House Tremere- now [[TabletopGame/VampireTheMasquerade Clan Tremere]]- was one of the main reasons that the early Technocracy was able to take convince the masses to their viewpoint and control the masses.
* SorcerousOverlord: What many of their members were during the dark ages, and some still are today.



A relatively young tradition, the Virtual Adepts are the newest addition to the council, and therefore the least trusted one. Originally one of the conventions of the Technocracy, the Virtual Adepts were initially known as the Difference Engineers, but as the years went by they became increasingly more discontent with the Technocracy's actions, and eventually defected to the traditions after the death of reknowned adept [[BeethovenWasAnAlienSpy Alan Turing]] by the hands of Technocracy agents. Now a tradition, the Virtual Adepts took the seat of correspondence, and they are masters of information, the digital web and basically everything computer-related.
* BerserkButton: They ''hate'' the Technocracy with a passion even greater than the other traditions.
* {{Cyberpunk}}: They draw a lot of their fashion and personality from this. They even have a sub-faction called the Cyberpunks.
* EverythingIsOnline



* InformationWantsToBeFree: One of their core beliefs.
* InsufferableGenius: While undoubtably smart and talented, they know it all too well and as such aren't above arrogance when it comes to showing it off.
* LonersAreFreaks: A lot of their members tend to be loners by nature and the tradition in itself is rather unorganized.
* PlayfulHacker



* BlackComedy: Enjoyed by several of their members.



* Cyborg

to:

* Cyborg{{Cyborg}}



* MeninBlack

to:

* MeninBlackMenInBlack



* PowerbornofMadness

to:

* PowerbornofMadnessPowerbornOfMadness
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Laying some foundations

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*EnlightenmentSuperpowers


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*ReligionisMagic


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*HigherUnderstandingThroughDrugs
*Timemaster


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*MagicNativeAmerican


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*HermeticMagic


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*MadScientist


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*BloodMagic
*GreenThumb


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*HollywoodHacking


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*TheMan: The Technocratic Union is the establishment and effectively the ultimate authority on all things in reality


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*Cyborg


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*GovernmentConspiracy
*MeninBlack


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*ArtisticLicenseMedicine
*TheMedic


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*CorruptCorporateExecutive
*ScrewtheRulesIhaveMoney


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*SpaceMarine
*TokenGoodTeammate


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*PowerbornofMadness


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*BlackMagic
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Some Traditions info added. Would really appreciate if somebody else helped me fill out some more info in more of the sections.

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A loose organization of mages, the Traditions are a collection of mages who embrace the mystical and magical side of the world and seek to open up the masses to a more fluid and dynamic view of the world. Each Tradition is represented within the organization through a seat of magic that represents a sphere of magic that their Tradition specializes in.

* FunctionalMagic: Each tradition haa their own different views on magic and trademark styles associated with them.
* MagicalSociety
* {{Masquerade}}: Not a personally enforced one, but more of a law of the universe itself through the cosensus and paradox. Tradition mages are usually the most affected by paradox effects and as such they typically don't use vulgar magic unless they absolutely need to.
* RomanticismVersusEnlightenment: Heavily romanticist in contrast to the Technocracy's enlightened viewpoint, though the Sons of Ether and Virtual Adepts help balance it out with some enlighenment as well.
* WeAREStrugglingTogether: One of the main reasons that the Traditions are not very successful against the Technocracy is because of the petty bickering and in-fighting between the various factions that they are made up from.
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Starting the backbone for a Mage character page, and the beginnings of the Technocracy section. Please add what you feel is appropriate.

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[[foldercontrol]]
! The Council of 9 Mystic Traditions
[[folder:Overall tropes]]
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[[folder:Akashic Brotherhood]]
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[[folder:Celestial Chorus]]
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[[folder:Cult of Ecstasy]]
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[[folder:Dreamspeakers]]
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[[folder:Euthanatos]]
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[[folder:Order of Hermes]]
[[/folder]]
[[folder:Sons of Ether]]
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[[folder:Verbena]]
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[[folder:Virtual Adepts]]
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[[folder:Orphans]]
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! The Technocracy
[[folder:Overall tropes]]
Drawing their origins back to the medieval ages, the Technocracy, then known as the Order of Reason, dedicated themselves to protect humanity from the various supernaturals that stalked mortals in the world, and embraced logic and science as a means to achieve their goals, crushing any and all traces of the supernatural and other mages, specificially the Order of Hermes. In modern nights, they control the masses with near absolute power, and work hard to preserve the status quo of humanity that has been achieved since their founding, for better or for worse, and are willing to eliminate anyone they see as a threat to their ideal world.

* HeroAntagonist: While the Technocracy certainly has their fair share of genuine villains out to crush imagination, a lot of them are just trying to protect humanity from things that are even worse.
* OrderVersusChaos: Solidly occupies the order side, as the vast majority of Technocrats leans toward Static avatar essences.
* ScienceHero: Depending on your views
* ScienceIsWrong: Well, shaped by the general views of the masses, [[ClapYourHandsIfYouBelieve which is what the setting runs on]].
* UtopiaJustifiesTheMeans: They created a world that's safe for [[{{Muggles}} normal humans]] by crushing out the imagination and creativity of the masses in favor of a more rational and scientific worldview.
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[[folder:Iteration X]]
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[[folder:New World Order]]
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[[folder:Progenitors]]
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[[folder:Syndicate]]
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[[folder:Void Engineers]]
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! Nephandi, Marauders and Crafts
[[folder:Ahl-I-Batin]]
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[[folder:Marauders]]
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[[folder:Nephandi]]
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[[folder:Solificati]]
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